Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6204858" data-attributes="member: 42582"><p>I read your reference to "the adventure" - and the idea of challenges which have been planted and are "germane" to that - and I wonder what exactly it means.</p><p></p><p>And this is not an attempt to trap you, or turn your words against you. It's a genuine curiosity - because I <em>think </em>I know what it means, but am not 100% certain.</p><p></p><p>I don't know how well you remember the closing pages (before the appendices) of Gygax's PHB. But in them he talks about the players getting together ahead of the session, planning out which room or rooms in the dungeon they will hit - or, alternatively, planning a scouting expedition whose aim is not to hit any rooms but rather to note possible targets for future sessions - and then choosing appropriate PCs from their stable of PCs, equipping those PCs appropriately, and so on. And Gygax notes that, once play is underway, the GM will do his/her best to distract the players from their goals (eg via wandering monsters and tricks & traps), but the players need to do their best not to be distracted.</p><p></p><p>In this sort of play, what is "the adventure"? There is a pre-planned location, but it is the players who are choosing the basic goal for the session, and the GM is providing antagonism - often in accordance with fairly strict rules around exploration, timekeeping and wandering monster checks - in opposition to that goal.</p><p></p><p>Or, to shift to a rather different style of play (my own - which is not very Gygaxian): in the session I described upthread, to which I provided a link for more info, the players initiated an investigation of Orcus cultists, I followed their lead and narrated into being a hidden Orcus temple, and out of that followed a sequence of events that led rather unexpectedly to the PCs bringing ruin upon the citadel of their duergar allies. What was "the adventure"? There were PCs with goals; and there was a setting with some known elements (including recently-defeated Orcus cultists); but there was no pre-planned "adventure" - no sequence of events through which the players were intended to take their PCs.</p><p></p><p>You are correct to link "indie" style to improvisation. The GM has to be ready to improvise, at a minimum, outcomes to conflicts and then new conflicts that build on those outcomes. Possibly also antagonists. Possibly also allies. Possibly also environments. This is why the techniques for games intended to support this sort of play include robust support for this sort of improvisation. (In 4e, this can be seen in things like: charts to quickly build level-appropriate monsters; charts to build level-appropriate traps; charts for level-appropriate DCs and damage; guidelines on adjudicating unexpected manouevres in skill challenges (better handled in DMG2 than the DMG); a thematically strong but not-too-convoluted default cosmology that makes it easy to identify and clearly frame new antagonists; etc.)</p><p></p><p>One thing that 4e has not much of, but that other games intended to be played this way have more of, is mechanical devices to offload the improvisation onto the players - eg on a successful knowledge check the player gets to dictate the relevant backstory; on a failed check the GM gets to dictate it, in a fashion that will be in some way adverse to the players' desire for his/her PC in the particular situation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6204858, member: 42582"] I read your reference to "the adventure" - and the idea of challenges which have been planted and are "germane" to that - and I wonder what exactly it means. And this is not an attempt to trap you, or turn your words against you. It's a genuine curiosity - because I [I]think [/I]I know what it means, but am not 100% certain. I don't know how well you remember the closing pages (before the appendices) of Gygax's PHB. But in them he talks about the players getting together ahead of the session, planning out which room or rooms in the dungeon they will hit - or, alternatively, planning a scouting expedition whose aim is not to hit any rooms but rather to note possible targets for future sessions - and then choosing appropriate PCs from their stable of PCs, equipping those PCs appropriately, and so on. And Gygax notes that, once play is underway, the GM will do his/her best to distract the players from their goals (eg via wandering monsters and tricks & traps), but the players need to do their best not to be distracted. In this sort of play, what is "the adventure"? There is a pre-planned location, but it is the players who are choosing the basic goal for the session, and the GM is providing antagonism - often in accordance with fairly strict rules around exploration, timekeeping and wandering monster checks - in opposition to that goal. Or, to shift to a rather different style of play (my own - which is not very Gygaxian): in the session I described upthread, to which I provided a link for more info, the players initiated an investigation of Orcus cultists, I followed their lead and narrated into being a hidden Orcus temple, and out of that followed a sequence of events that led rather unexpectedly to the PCs bringing ruin upon the citadel of their duergar allies. What was "the adventure"? There were PCs with goals; and there was a setting with some known elements (including recently-defeated Orcus cultists); but there was no pre-planned "adventure" - no sequence of events through which the players were intended to take their PCs. You are correct to link "indie" style to improvisation. The GM has to be ready to improvise, at a minimum, outcomes to conflicts and then new conflicts that build on those outcomes. Possibly also antagonists. Possibly also allies. Possibly also environments. This is why the techniques for games intended to support this sort of play include robust support for this sort of improvisation. (In 4e, this can be seen in things like: charts to quickly build level-appropriate monsters; charts to build level-appropriate traps; charts for level-appropriate DCs and damage; guidelines on adjudicating unexpected manouevres in skill challenges (better handled in DMG2 than the DMG); a thematically strong but not-too-convoluted default cosmology that makes it easy to identify and clearly frame new antagonists; etc.) One thing that 4e has not much of, but that other games intended to be played this way have more of, is mechanical devices to offload the improvisation onto the players - eg on a successful knowledge check the player gets to dictate the relevant backstory; on a failed check the GM gets to dictate it, in a fashion that will be in some way adverse to the players' desire for his/her PC in the particular situation. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top